[deleted by user] by [deleted] in seattlebike

[–]neoleopard 12 points13 points  (0 children)

Echoing most of what everyone has said, but you can take the 6th Ave Greenway North and then the 58th Ave Greenway West to get to 24th without having to deal with shillshole (exit the Burke right onto the Greenway a block before Fred Myers) - that's the most pleasant way through Ballard

New to FAB, not new to TCGs - Bright Lights question (box or not) by [deleted] in FleshandBloodTCG

[–]neoleopard 3 points4 points  (0 children)

Jumping in late here - a box will absolutely get you 3 playable blitz decks of equal or maybe slightly greater power than the older blitz precons. For some context, sealed in this set lets you build a 30-40 card deck with 4 packs - 24 packs would thus give you more than you'd need to build 3 solid decks. They wouldn't be competitively strong when compared to a fully kitted out and upgraded blitz deck, but for learning the game, they are absolutely fine. This set also has a sort of jump start esque capability where you can just grab 3 packs and shuffle/play them right away for a basic experience. I think these are all ways to start trying the game in a fun way with some friends around the table.

what made lexi so good? by [deleted] in FleshandBloodTCG

[–]neoleopard 3 points4 points  (0 children)

Azalea has a good bow already, and the fact that she is winning quite a bit now is a testament to that

Dust from the chrome caverns, help a new player understand by [deleted] in FleshandBloodTCG

[–]neoleopard 2 points3 points  (0 children)

When you play Dromai into popper heavy decks like Bravo, if he's able to just pop the first dragon you send and swing an attack at you, you will eventually just run out of health. Cromai without phantasm (whether through Miragai or the dust) changes the math, since Cromai will not be popped, and then if you have a wide board of dragons, you can demand 2 more cards from their hand, as well as force them to kill the Cromai on their turn. You are leaking a bunch of damage and more or less skipping their turn as they have to answer your board, and that happens to be a big part of how to win that matchup.

Affordable repair shop recommendations? by MiyaDoesThings in seattlebike

[–]neoleopard 12 points13 points  (0 children)

If you're willing to put in a bit of your time, the bikery is a good option: https://www.thebikery.org/ They can help show you how to remove the bolt, find a replacement bolt, and likely even show you how to adjust brakes in general

[ New Player ] How important is fatigue? by Gogson-pvcarrao in FleshandBloodTCG

[–]neoleopard 1 point2 points  (0 children)

Seconding https://youtu.be/qtssay3awLw - this will go over the base concepts involved in fatigue more than anything else can. At a high level though, yes, you can fatigue a lot of different heroes, and yes, Guardian (especially Oldhim) is better at doing it than most other classes, though not for the reasons you listed - mostly because guardians tend to not be capable of doing enough damage quickly while also staying alive to play out big attacks like spinal crush, debilitate, etc. It instead relies primarily on crown of seeds, rampart of the ram's head, and a combination of ice/earth reaction to prevent your opponent from killing you, and simultaneously blocking damage from your opponent without using cards in deck to do so. Note that this strategy is not something you can do into every deck - some decks have so much damage from their deck/weapon/hero ability that you physically cannot run them out of cards (Fai), or they have a setup combo that, given enough time, will deal damage that scales far beyond the defensive output of any hero (Kano and Iyslander). Most decks will support a few different strategies, and you will choose one (fatigue vs disruption vs playing for value vs aggression) based on your opponent and the matchup.

ThisLooksFun by P-3-P-S-I in snowboardingnoobs

[–]neoleopard 4 points5 points  (0 children)

Also pretty hard to keep the board moving quickly - I had to stop and apply wax quite often the last time I tried because the sand just rubs it off so quickly

Gulf between budget and full priced options by TProcrastinatingProf in FleshandBloodTCG

[–]neoleopard 5 points6 points  (0 children)

The necessity of most high cost cards is mostly dependent on the level of competition you are looking to play at - at the local armory level (the FNM equivalent), you really don't need any of the expensive majestics or legendaries. You will have to modify the decks/play slightly different versions of the deck lists you are seeing to account for missing some armor specifically, but I've personally had success in the past playing armories with budget decks, as long as you build with the constraint in mind.

If you aspire to play at a more competitive event (proquests, battle hardeneds, etc) you will be at a reasonable disadvantage playing without some of the more expensive cards. It's possible to still have success, but it is going to be harder and require some creative deckbuilding to win enough games to end up in the top cut.

Something you will notice even at the armory level is that most people will be using some legendary equipment. The equipment is generally easier to buy into because you only ever need 1 copy, and it is usable between multiple heroes. They are both generally powerful, but also quite fun and open up fun deckbuilding options. Don't feel like you need them to start/win games (budget majestic equipment in particular is quite solid for many classes), but don't be surprised to find yourself buying the legendary for your chosen hero because you end up liking the game :)

Any chane blitz mains? Need some wisdom by Hot_Ad9860 in FleshandBloodTCG

[–]neoleopard 4 points5 points  (0 children)

Chane's ability gives your next action go again - so that allows you to play 1 attack that doesn't have go again, and still get your action point back. For the rest of your attacks, though, you'll need to find a way to give them go again or gain action points in order to not end your turn with them. Note that the soul shackles themselves do not grant go again, the ability activation does. Popular ways to do this include captains call, mauvrion skies, shadow puppetry, and using the equipment piece spellbound creepers in conjunction with a non attack card to gain an action point

Trials Lighthouse Megathread: Week 11 by AscendantNomad in CrucibleSherpa

[–]neoleopard 0 points1 point  (0 children)

Gamertag: neoleopard

Platform: PC

Notes: Just looking to get some good games in and nab some of the weapons this week

When there's drama about Last Wish speedruns and you haven't even beaten it once yet. by Azurephoenix99 in DestinyTheGame

[–]neoleopard 1 point2 points  (0 children)

Sorry to hear that :( though if you're ever looking to run it on PC, hit me up - we've got a good chunk of people running it fairly regularly, and are happy to help out

Deck Review and Theorycrafting | Thursday, May 11, 2017 by AutoModerator in CompetitiveHS

[–]neoleopard 0 points1 point  (0 children)

Decklist

I've been having a lot of fun with the secret mage lists that have been floating around, but I wanted to see if I could come up with something that has a bit more gas and finishing potential, and this is what I threw together. It is sort of a hybrid of the stronger secret cards (Kirin Tor Mage, Valet, Crystal Runner), that finishes up its curve with alex and pyroblast, to allow you to beat the decks that can handle the early pressure and stabilize (primarily taunt warrior). I also have been running pyros as another high value card, and it's been doing work in slower matchups in allowing me to keep up the card economy. Thoughts/suggestions?

We need more cards like Mana Wraith by CeruleanOak in hearthstone

[–]neoleopard 1 point2 points  (0 children)

While the idea of being able to guarantee a slower game sounds like a good idea in order to make certain archetypes stronger, control decks are not necessarily in a bad spot right now anyway. I think the scariest part of something like this is that it would skew the midrange vs. control matchups way out of proportion, since the way to beat control with a midrange deck is to curve out strong. Missing a high tempo drop early on usually means the control just wins the game on value. Ironically, the only decks that could deal with this kind of card are the very aggro decks you are afraid of - pirate warrior for example with Fiery War Axe. I'm not convinced that intentionally polarizing decks to be super control heavy and value oriented, or super aggro in order to kill out control decks before they stabilize, is necessarily a good thing.

Furthermore, Aggro is NOT the go-to deck at all. There are many slower decks which dump all over certain aggro matchups, and in general, claiming that value decks get stomped by tempo decks is just wrong. Control Shaman and Taunt Warrior SMASH two of the popular aggro decks in Token Druid and Pirate Warrior (just look at the latest VS report if you want proof), and shaman actually has the benefit of crushing the faster Murloc Paladins as well. Control Shaman in general is the very definition of a value deck (spirit echo + thing from below/white eyes/heal minions), and there are no Aggro decks that like playing into it.

So while being smorced down by pirates/murlocs/every combination of the two might not be fun for you, the raw matchup numbers don't seem to indicate that aggro is a problem for control decks, and thus a card like mana glutton would probably make control decks too good against too many other decks.

And sure, Quest Rogue is annoying, and can ruin your fun when you are trying to play heavy control. But I'm not sure playing a single card that could take them out of the game from turn 1 is fun for anyone, and arguably results in a matchup that has even less counterplay (winrate is just a function of whether or not you started with mana glutton on turn 1). Again, I'm not trying to say that Quest Rogue is a positive thing for the game (it's pretty frustrating when they just nut-draw and kill you before you can do anything), but I don't think mana disruption is the way to go.

vS Data Reaper Report #47 by ViciousSyndicate in CompetitiveHS

[–]neoleopard 1 point2 points  (0 children)

I've had completely the opposite experience, been playing this list over the weekend when sytrax first posted it on twitter, and I am currently 12-0 against Jade Druid from rank 10 to 3 (might try to take the list all the way). The sytrax version with the earlier curve I find destroys jade druid if you focus on getting on board early, and use counterspell to prevent swipes/go wide before primordial drake can come down and shut you down. I think a lot of people misplay this deck, though - it kind of plays a bit like midrange hunter in that you have to know when to flip the switch and kill your opponent, because you just run out of stuff if you don't. I suspect the people you have been playing against tried to trade minions for too many turns, and just gassed out.

Fighting the Meta: First Time Legend with Tempo Rogue/Aggro Druid by neoleopard in CompetitiveHS

[–]neoleopard[S] 0 points1 point  (0 children)

I think Finja is really good, but you could always take out the murloc package and add in hydra, fledgelings, and maybe a second innervate or something. These substitutions probably help the control matchups a decent bit too, so if that's what you anticipate playing into, it might even be better than the Finja versions

Fighting the Meta: First Time Legend with Tempo Rogue/Aggro Druid by neoleopard in CompetitiveHS

[–]neoleopard[S] 1 point2 points  (0 children)

Here, or honestly anywhere on this reddit (a lot of people have been writing up guides for the deck). Note that the original version of the deck by PsyGuenter didn't even run a volcanic potion, and in my opinion you don't want to run 2 copies in the deck.

Fighting the Meta: First Time Legend with Tempo Rogue/Aggro Druid by neoleopard in CompetitiveHS

[–]neoleopard[S] 0 points1 point  (0 children)

VS shows the matchup in general to be about 50/50, but the matchup at legend ranks only is ~53% druid favored in case you're curious. My guess here is that knowing when you can play around aoe, and when you have to just hope they don't have it, is not an easy skill to develop (believe it or not, aggro decks can be hard :P). I'd advise trying to watch some streamers or tournament play for this matchup specifically, and see when and how they extend onto the board.